(http://intmstat.com/vectors/235-3D-vector.png) | Improved Epicness If we have just one variable then it makes a single axis of one dimension like a thermometer, and epicness can be read as the length of that thermometer. But what if we have two dimensions, such as DPS and weight? Then we have a two-dimensional quantity. Same with more dimensions. So how do we read/measure a multi-dimensional thing? We make a line from the starting point out to the value in each of the dimensions and measure the length of that line. |
Quote from: realdead_man on July 26, 2017, 05:43:45 PMI simply dragged it into Excel.. shame it's for a modded game tho :(
no one can open the file cause it is a pain to install the reader.
"A" for effort though.
Quote from: realdead_man on July 26, 2017, 05:43:45 PM
no one can open the file cause it is a pain to install the reader.
"A" for effort though.
Quote from: AngleWyrm on July 26, 2017, 06:22:01 PM
(http://intmstat.com/vectors/235-3D-vector.png) Improved Epicness
If we have just one variable then it makes a single axis of one dimension like a thermometer, and epicness can be read as the length of that thermometer.
But what if we have two dimensions, such as DPS and weight? Then we have a two-dimensional quantity. Same with more dimensions. So how do we read/measure a multi-dimensional thing? We make a line from the starting point out to the value in each of the dimensions and measure the length of that line.
The length of that line is the square root of ( x2 + y2 + z2 ... + n2 )
Quote from: Snafu_RW on July 26, 2017, 08:16:55 PMQuote from: realdead_man on July 26, 2017, 05:43:45 PMI simply dragged it into Excel.. shame it's for a modded game tho :(
no one can open the file cause it is a pain to install the reader.
"A" for effort though.
Quote from: InfinityKage on July 27, 2017, 12:37:07 AM
You are speaking a language I can not even begin to understand.
Quote from: AngleWyrm on July 27, 2017, 01:12:02 AMQuote from: InfinityKage on July 27, 2017, 12:37:07 AM
You are speaking a language I can not even begin to understand.
Column 'I' (Epicness) "=B2 + F2 + G2 - H2"
Column 'I' proposal "=Sqrt( B2^2 + F2^2 + G2^2 - H2^2 )
Quote from: InfinityKage on July 27, 2017, 09:44:14 AMI see. And you think this will give a more accurate "epicness"? I'll try it.
Quote from: dburgdorf on July 27, 2017, 10:13:43 AMQuote from: InfinityKage on July 27, 2017, 09:44:14 AMI see. And you think this will give a more accurate "epicness"? I'll try it.
Essentially, what AngleWyrm's method does is allow a bit more weight to be given to stats that are more divergent than others between two items.
For example, say you have two weapons, one with stats 3,4,5,2 and the other with stats 2,3,7,2. (Two of the stats differ by 1, but one stat differs by 2.) Your method simply adds the stat values together, giving each an "epicness" value of 14. If you instead sum the squares, you get a value of 54 for the first weapon (9+16+25+4), and a value of 66 for the second (4+9+49+4). And that makes an intuitive sort of sense, since a weapon that is a little bit weaker in some areas but significantly stronger in another probably "should" be considered more epic.
Note #1: For your purposes, the final square root calculation is optional, and probably not even desirable. In the example above, for example, final "epicness" values of 54 and 66 are probably simpler to work with than values of 7.348 and 8.124. :D
Note #2: Expanding on AngleWyrm's suggestion, you could get creative and give different weights to various stats by assigning different exponents. Say the first stat in the example above is significantly more important than the others. So you cube it instead of squaring it. So now, the weapon with stats 3,4,5,2 ends up with an epicness value of 72 (27+16+25+4), and the one with stats 2,3,7,2 has an epicness value of 70 (8+9+49+4). So in this case, the first weapon comes out on top, since even though the second weapon has a much better value for stat #3, the first weapon has a better value for stat #1, which is more important.
Hopefully, this all makes a bit of sense. ;)
Quote from: SpaceDorf on July 27, 2017, 01:38:06 PM
No matter how you measure it .. shotguns win :)
Quote from: dburgdorf on July 27, 2017, 10:13:43 AM
Note #1: For your purposes, the final square root calculation is optional, and probably not even desirable. In the example above, for example, final "epicness" values of 54 and 66 are probably simpler to work with than values of 7.348 and 8.124. :D
Note #2: Expanding on AngleWyrm's suggestion, you could get creative and give different weights to various stats by assigning different exponents. Say the first stat in the example above is significantly more important than the others. So you cube it instead of squaring it. So now, the weapon with stats 3,4,5,2 ends up with an epicness value of 72 (27+16+25+4), and the one with stats 2,3,7,2 has an epicness value of 70 (8+9+49+4). So in this case, the first weapon comes out on top, since even though the second weapon has a much better value for stat #3, the first weapon has a better value for stat #1, which is more important.
Quote from: AngleWyrm on July 27, 2017, 04:23:29 PMQuote from: dburgdorf on July 27, 2017, 10:13:43 AM
Note #1: For your purposes, the final square root calculation is optional, and probably not even desirable. In the example above, for example, final "epicness" values of 54 and 66 are probably simpler to work with than values of 7.348 and 8.124. :D
Note #2: Expanding on AngleWyrm's suggestion, you could get creative and give different weights to various stats by assigning different exponents. Say the first stat in the example above is significantly more important than the others. So you cube it instead of squaring it. So now, the weapon with stats 3,4,5,2 ends up with an epicness value of 72 (27+16+25+4), and the one with stats 2,3,7,2 has an epicness value of 70 (8+9+49+4). So in this case, the first weapon comes out on top, since even though the second weapon has a much better value for stat #3, the first weapon has a better value for stat #1, which is more important.
- Agreed, there isn't anything to be gained by taking the square root. That's done when all the items have the same unit of measure, to convert it back to that unit, which isn't the case for this spreadsheet.
- A minor improvement to the suggestion for giving more or less weight of consideration to the various items: Multiply them by a scaling factor. So for example if we want range to be twice as important as the other items then multiply range by two before squaring: (importance * item)^2
Quote from: InfinityKage on July 27, 2017, 07:06:24 PM
Hmmm... Well... How would you do it? If it were your chart?
Accuracy Damage TBS Burst Range Dmg*Burst Warmup
1 1 1 10
Quote from: AngleWyrm on July 28, 2017, 01:07:26 PMQuote from: InfinityKage on July 27, 2017, 07:06:24 PM
Hmmm... Well... How would you do it? If it were your chart?
Implementing the suggestions for a revised and expanded version
Already present in the column 'H' for Warmup time is one of the scaling weights for importance we were looking into, incorporated as (Warmup * 10). A further gain in usability can be had by separating out that 'x 10' importance multiplier into another table, and then referring to it as a sort of look-up reference; it makes a definition for that warmup scaling factor and any changes to it will get reflected into the main table. The second sheet would look something likeCode SelectAccuracy Damage TBS Burst Range Dmg*Burst Warmup
1 1 1 10
If we name the cells in the second sheet, then then the main sheet's column 'H' can read something like "=WarmupImportance * D2" and the importance weights can be tweaked separately without re-writing the main table. Those scaling values can be seen as 1 is it's normal size, 2 is making it twice as important, 1/2 is making it half as important, and so on.
And the Epicness column could be "=(AccuracyImportance * B2)^2 + (RangeImportance * F2)^2 + (DmgBurstImportance * G2)^2 - (WarmupImportance*H2)^2"
Quote from: AngleWyrm on July 28, 2017, 04:11:34 PM
yes, that works.
If column 'M' is Epicness that looks like "=I + J + K - L"
Then I'd like to recommend a column 'N' right next door to it that looks like "=I^2 + J^2 + K^2 - L^2"
Then you can sort the sheet on the two different scores, and judge for yourself which ranking of the weapons most closely resembles what feels right to you.
(https://s-media-cache-ak0.pinimg.com/736x/a2/81/ec/a281ec916c9b5b37d3afc99e6a5aa522--candy-art-eye-candy.jpg) | Is version 2 out yet? |
Quote from: AngleWyrm on July 28, 2017, 09:58:17 PM
(https://s-media-cache-ak0.pinimg.com/736x/a2/81/ec/a281ec916c9b5b37d3afc99e6a5aa522--candy-art-eye-candy.jpg) Is version 2 out yet?
(https://s6.postimg.org/r9r5inoi9/forestfairy.jpg) | Quote from: InfinityKage on July 28, 2017, 10:28:46 PM It took the work of many interested lives to find ways to answer the kind of question you've asked, and for all their toil, blood, sweat and tears, they've hidden the answers away in magical tombs of an uncommon tongue, gathering dust in the archives. And so we present magicians break those seals and take the knowledge by force. |
QuoteYou have to put TBS at a times 10 for it to even factor since it's such a small number it won't make an impact otherwise.Looks like a problem with different units of measure: The range of values for one item doesn't have anything to do with the range of another item. And so the purpose of the scaling multiplier shows itself as tool to bring about equal footing for each of the things on the list. So how about starting with giving them exactly equal footing, and then work from there?
Quote from: AngleWyrm on July 29, 2017, 01:43:18 AM
(https://s6.postimg.org/r9r5inoi9/forestfairy.jpg) Quote from: InfinityKage on July 28, 2017, 10:28:46 PM
I can't decide what to set the values as for AccuracyImportance, RangeImportance, DmgBurstImportance, and WarmupImportance.
It took the work of many interested lives to find ways to answer the kind of question you've asked, and for all their toil, blood, sweat and tears, they've hidden the answers away in magical tombs of an uncommon tongue, gathering dust in the archives. And so we present magicians break those seals and take the knowledge by force.QuoteYou have to put TBS at a times 10 for it to even factor since it's such a small number it won't make an impact otherwise.Looks like a problem with different units of measure: The range of values for one item doesn't have anything to do with the range of another item. And so the purpose of the scaling multiplier shows itself as tool to bring about equal footing for each of the things on the list. So how about starting with giving them exactly equal footing, and then work from there?
There is a set of weapons, and within that set of weapons are the only values we are interested in. Not the theoretical set from which they are drawn, but the ones we actually have. And for each measurement such as accuracy or range, there is a minimum and a maximum value represented in our collection. Normalization is to stretch/squeeze each of those ranges to fit on a new scale of 0..1, and in this way they will have the equal footing that can at least serve as a desirable starting place.
Let's say I have some variable x that goes from 55..180, and I want to fit it into the range 0..1.
First subtract the minimum 55, so the range is 0..125.
Then divide by the maximum 125, so the range is 0..1.
So for every value in my column of x's, I subtract 55 and then divide by 125. They still bear the same relative relationships to each other; we have merely changed our perspective by zooming out and shifting over a bit.
(http://i0.kym-cdn.com/photos/images/original/001/072/685/b50.jpg) | Quote from: InfinityKage on July 29, 2017, 11:31:52 AMMultiplication alone will not resolve the difference between two ranges. Each range has to start at a minimum value of 0 in order for scaling to work. Gonna have to break out a double-barrel answer to your query: Addition as well as multiplication. I know it's a toughie, but I feel you're up to the challenge. |
Quote from: AngleWyrm on July 29, 2017, 01:20:54 PM
(http://i0.kym-cdn.com/photos/images/original/001/072/685/b50.jpg) Quote from: InfinityKage on July 29, 2017, 11:31:52 AMMultiplication alone will not resolve the difference between two ranges.
Wouldn't just choosing a good multiplier be faster and easier?
Each range has to start at a minimum value of 0 in order for scaling to work.
Gonna have to break out a double-barrel answer to your query: Addition as well as multiplication.
I know it's a toughie, but I feel you're up to the challenge.
Addition, shifting the range to start at zero
Multiplication, the scaling factor
(http://conceptartworld.com/wp-content/uploads/2012/04/Joon_Ahn-_Concept_Art_Illustration_08.jpg) | Quote from: InfinityKage on July 29, 2017, 06:32:12 PMWhat you've seen thus far is a collection of observations; this is field research data. As your encyclopedia grows the ranges will fill out, approaching theoretical limits. And as new mods come and old ones go, the ranges may change as well. The highest/lowest in the set remains true to the set even as things change over time. |
Quote from: AngleWyrm on July 29, 2017, 07:01:59 PM
(http://conceptartworld.com/wp-content/uploads/2012/04/Joon_Ahn-_Concept_Art_Illustration_08.jpg) Quote from: InfinityKage on July 29, 2017, 06:32:12 PMWhat you've seen thus far is a collection of observations; this is field research data.
how do I know what the maximum is? ... do you think the highest I've seen will be good enough?
As your encyclopedia grows the ranges will fill out, approaching theoretical limits. And as new mods come and old ones go, the ranges may change as well.
The highest/lowest in the set remains true to the set even as things change over time.
(https://s-media-cache-ak0.pinimg.com/originals/65/dd/7c/65dd7c6b8b960d523b1576ed4553e41c.jpg) | Oh yeah, that train is definitely on track! Two things to help: 1). 2). The spreadsheet functions MIN and MAX can prevent re-writes if a weapon with new largest/smallest value is added to the table. MIN(F:F) is minimum of column 'F' and can be put into a formula just like any other value. For example "= D2 - MIN(F:F)" |
Quote from: AngleWyrm on July 29, 2017, 11:56:11 PM
(https://s-media-cache-ak0.pinimg.com/originals/65/dd/7c/65dd7c6b8b960d523b1576ed4553e41c.jpg) Oh yeah, that train is definitely on track!
Two things to help:
1). minor bug fix: min gets shifted to zero to set up for multiplying, but max isn't yet scooting over an equal amount before the multiplier kicks in. It's getting pre-stretched before the multiplier gets to do the stretching.
2). The spreadsheet functions MIN and MAX can prevent re-writes if a weapon with new largest/smallest value is added to the table. MIN(F:F) is minimum of column 'F' and can be put into a formula just like any other value. For example "= D2 - MIN(F:F)"
(https://s-media-cache-ak0.pinimg.com/564x/b9/34/93/b93493c2e5767ae6a836654fc8d99b74.jpg) | It turned out to be some in-betweeny convenience feature stuff; the multipliers are fine. |
Quote from: AngleWyrm on July 30, 2017, 04:31:26 PM
(https://s-media-cache-ak0.pinimg.com/564x/b9/34/93/b93493c2e5767ae6a836654fc8d99b74.jpg) It turned out to be some in-betweeny convenience feature stuff; the multipliers are fine.
(https://s6.postimg.org/ww63ng7v5/Untitled.jpg) | Quote from: InfinityKage on July 31, 2017, 03:40:55 PM The column marked 'Epicness' can sort the table Would you take the weapon at the top of that sort as your best choice? |
Gun | Epicness |
Battle Rifle (Normal) | 1.74 |
Steyr Stg 77 (Good) | 1.58 |
AWP (Normal) | 1.48 |
AAC Honey Badger (Normal) | 1.44 |
Spike Sniper Rifle (Awful) | 1.42 |
DP-12 (Super) | 1.40 |
FN F2000 (Good) | 1.36 |
Laser Rifle | 1.23 |
Colt (Normal) | 1.21 |
3 Line Rifle (Normal) | 1.15 |
Brush Gun (Normal) | 1.11 |
Brownie (Normal) | 1.09 |
BB Gun (Super) | 1.09 |
Police AMR (Normal) | 1.08 |
SPAS-12 Shotgun (Superior) | 1.07 |
Survival Rifle (Normal) | 1.06 |
Nano Scatter Shot | 1.06 |
Inferno Cannon (Normal) | 1.03 |
GD Modular DMR | 1.03 |
Hunting Revolver (Normal) | 1.03 |
CAW Shotgun (Normal) | 1.02 |
SPAS-12 | 1.01 |
Crucible Carbine (Poor) | 0.95 |
Dual Berattas (Normal) | 0.88 |
Junkjet (Normal) | 0.85 |
Arbalest (Normal) | 0.83 |
Nano Crossbow | 0.83 |
Combat Shotgun (Normal) | 0.82 |
MP5SD with M203 (Superior) | 0.80 |
G-17 (Normal) | 0.80 |
Short Crossbow (Good) | 0.77 |
Urban Combat Shotgun | 0.76 |
Norbal Scorpion (Normal) | 0.74 |
Charge Shotgun (Poor) | 0.73 |
Black-Mesa Crossbow (Normal) | 0.72 |
Recurve Bow (Shoddy) | 0.72 |
Burstfire Machine Pistol (Normal) | 0.71 |
MP5SD | 0.67 |
Boom Tube (Normal) | 0.66 |
Nano Pistol | 0.66 |
10MM Pistol (Good) | 0.62 |
Heat Cannon (Normal) | 0.60 |
Glock 17C (Shoddy) | 0.60 |
SleepyTyme (Normal) | 0.59 |
Pistol (Normal) | 0.57 |
Tomahawk | 0.55 |
Claymore Shotgun (Normal) | 0.54 |
Great Bow (Normal) | 0.51 |
Stun Grenade | 0.47 |
Silenced PDW (Normal) | 0.44 |
Decrative Pistol Revolver | 0.44 |
Helsing Speargun (Poor) | 0.43 |
Boom Stick (Normal) | 0.37 |
Throwing Knives (Poor) | 0.28 |
Cloth Bag of Boomrats (Normal) | 0.27 |
Auxiliary Pistol (Poor) | 0.26 |
Short Bow (Normal) | 0.20 |
Improvised Pistol (Shoddy) | 0.14 |
Javelin (Normal) | -0.20 |
Quote from: AngleWyrm on July 31, 2017, 05:21:51 PM
(https://s6.postimg.org/ww63ng7v5/Untitled.jpg) Quote from: InfinityKage on July 31, 2017, 03:40:55 PM
It should be pretty accurate now that all the stats are on the same scale.
The column marked 'Epicness' can sort the table
Would you take the weapon at the top of that sort as your best choice?
Quote from: SpaceDorf on August 01, 2017, 06:39:10 AM
Would you mind posting the mods included in the list ?
(https://s6.postimg.org/z6oofik7l/chart.png) | This is the composition and weighting in use by the Epicness stat. |
Quote from: AngleWyrm on August 05, 2017, 07:46:30 PM
(https://s6.postimg.org/z6oofik7l/chart.png) This is the composition and weighting in use by the Epicness stat.
Quote from: InfinityKage on August 06, 2017, 03:09:11 PM
Hmmm... not sure what to do with it. Maybe make accuracy matter a little more. Range a little less. The problem is it could change depending on the person. I personally believe it does not matter how much damage you do if you can't hit shit. But that's just me. Others may disagree.
Quote from: InfinityKage on August 06, 2017, 03:09:11 PM
I personally believe it does not matter how much damage you do if you can't hit shit.
(https://s6.postimg.org/igr2vepxt/imeanttodothat.jpg) | Burst size is a count of tries to hit, and damage ratings are in hp of damage delivered per hit, so Burst x Damage is: tries x damage/hit It doesn't appear to be designed as a conceptually consumable molecule, but rather a component part of a further combination. Hidden within the expression is a tries on top and a hits on bottom, the flip-side of accuracy which is hits/try. So the outcome of combining burst damage with accuracy simplifies to: ( tries x damage/hit ) x hits/try = damage |
Quote from: AngleWyrm on August 06, 2017, 05:08:31 PM
(https://s6.postimg.org/igr2vepxt/imeanttodothat.jpg) Burst size is a count of tries to hit, and damage ratings are in hp of damage delivered per hit, so Burst x Damage is: tries x damage/hit
It doesn't appear to be designed as a conceptually consumable molecule, but rather a component part of a further combination.
Hidden within the expression is a tries on top and a hits on bottom, the flip-side of accuracy which is hits/try. So the outcome of combining burst damage with accuracy simplifies to:
( tries x damage/hit ) x hits/try = damage